// Tencent is pleased to support the open source community by making ncnn available. // // Copyright (C) 2022 THL A29 Limited, a Tencent company. All rights reserved. // // Licensed under the BSD 3-Clause License (the "License"); you may not use this file except // in compliance with the License. You may obtain a copy of the License at // // https://opensource.org/licenses/BSD-3-Clause // // Unless required by applicable law or agreed to in writing, software distributed // under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR // CONDITIONS OF ANY KIND, either express or implied. See the License for the // specific language governing permissions and limitations under the License. #version 450 #if NCNN_fp16_storage #extension GL_EXT_shader_16bit_storage: require #endif #if NCNN_fp16_arithmetic #extension GL_EXT_shader_explicit_arithmetic_types_float16: require #endif #extension GL_GOOGLE_include_directive: enable #include "vulkan_activation.comp" #define LOCAL_MEMORY_UNROLL_INCH 8 layout (constant_id = 0) const int kernel_w = 1; layout (constant_id = 1) const int kernel_h = 1; layout (constant_id = 2) const int dilation_w = 1; layout (constant_id = 3) const int dilation_h = 1; layout (constant_id = 4) const int stride_w = 1; layout (constant_id = 5) const int stride_h = 1; layout (constant_id = 6) const int bias_term = 0; layout (constant_id = 7) const int activation_type = 0; layout (constant_id = 8) const float activation_param_0 = 0; layout (constant_id = 9) const float activation_param_1 = 0; #define shape_constant_id_offset 10 layout (constant_id = shape_constant_id_offset + 0) const int w = 0; layout (constant_id = shape_constant_id_offset + 1) const int h = 0; layout (constant_id = shape_constant_id_offset + 2) const int c = 0; layout (constant_id = shape_constant_id_offset + 3) const int cstep = 0; layout (constant_id = shape_constant_id_offset + 4) const int outw = 0; layout (constant_id = shape_constant_id_offset + 5) const int outh = 0; layout (constant_id = shape_constant_id_offset + 6) const int outc = 0; layout (constant_id = shape_constant_id_offset + 7) const int outcstep = 0; #if NCNN_image_shader layout (binding = 0) uniform unfp sampler3D bottom_blob; layout (binding = 1, imfmtc4) writeonly uniform unfp image3D top_blob; layout (binding = 2) uniform unfp sampler3D weight_blob; layout (binding = 3) uniform unfp sampler3D bias_blob; #else layout (binding = 0) readonly buffer bottom_blob { sfp bottom_blob_data[]; }; layout (binding = 1) writeonly buffer top_blob { sfpvec4 top_blob_data[]; }; layout (binding = 2) readonly buffer weight_blob { sfpvec4 weight_data[]; }; layout (binding = 3) readonly buffer bias_blob { sfpvec4 bias_data[]; }; #endif layout (push_constant) uniform parameter { int w; int h; int c; int cstep; int outw; int outh; int outc; int outcstep; } p; #if NCNN_shader_local_memory shared lfp tmp_v[8][LOCAL_MEMORY_UNROLL_INCH][4]; shared lfpvec4 tmp_k[8][LOCAL_MEMORY_UNROLL_INCH]; #endif void main() { int gx = int(gl_GlobalInvocationID.x) * 4; int gy = int(gl_GlobalInvocationID.y); const int outsize = psc(outw) * psc(outh); #if !NCNN_shader_local_memory if (gx >= outsize || gy >= psc(outc)) return; #endif afpvec4 sum0; afpvec4 sum1; afpvec4 sum2; afpvec4 sum3; if (bias_term == 1) { #if NCNN_image_shader sum0 = image3d_ld4(bias_blob, ivec3(gy, 0, 0)); #else sum0 = buffer_ld4(bias_data, gy); #endif sum1 = sum0; sum2 = sum0; sum3 = sum0; } else { sum0 = afpvec4(0.f); sum1 = afpvec4(0.f); sum2 = afpvec4(0.f); sum3 = afpvec4(0.f); } const int maxk = kernel_w * kernel_h; const int N = psc(c) * maxk; const ivec4 gx4 = gx + ivec4(0, 1, 2, 3); const ivec4 sy4 = gx4 / psc(outw); const ivec4 sx4 = gx4 % psc(outw); const ivec4 sxs4 = sx4 * stride_w; const ivec4 sys4 = sy4 * stride_h; #if NCNN_image_shader for (int z = 0; z < N; z++) { const int sz = z / maxk; const int kk = z % maxk; const int ky = kk / kernel_w; const int kx = kk % kernel_w; const ivec4 x4 = sxs4 + kx * dilation_w; const ivec4 y4 = sys4 + ky * dilation_h; afp v0 = image3d_ld1(bottom_blob, ivec3(x4.r, y4.r, sz)); afp v1 = image3d_ld1(bottom_blob, ivec3(x4.g, y4.g, sz)); afp v2 = image3d_ld1(bottom_blob, ivec3(x4.b, y4.b, sz)); afp v3 = image3d_ld1(bottom_blob, ivec3(x4.a, y4.a, sz)); afpvec4 k = image3d_ld4(weight_blob, ivec3(z, gy, 0)); sum0 += v0 * k; sum1 += v1 * k; sum2 += v2 * k; sum3 += v3 * k; } #else int w_offset = gy * N; #if NCNN_shader_local_memory const int lx = int(gl_LocalInvocationID.x); const int ly = int(gl_LocalInvocationID.y); int z = 0; for (; z + (LOCAL_MEMORY_UNROLL_INCH - 1) < N; z += LOCAL_MEMORY_UNROLL_INCH) { if (ly < 4) { for (int z4 = 0; z4 < LOCAL_MEMORY_UNROLL_INCH; z4++) { const int sz = (z + z4) / maxk; const int k = (z + z4) % maxk; const int ky = k / kernel_w; const int kx = k % kernel_w; const int v_offset = sz * psc(cstep) + (sys4[ly] + ky * dilation_h) * psc(w) + sxs4[ly] + kx * dilation_w; tmp_v[lx][z4][ly] = sfp2lfp(bottom_blob_data[v_offset]); } } if (lx == 0) { for (int z4 = 0; z4 < LOCAL_MEMORY_UNROLL_INCH; z4++) { tmp_k[ly][z4] = sfp2lfpvec4(weight_data[w_offset + z4]); } } barrier(); for (int z4 = 0; z4 < LOCAL_MEMORY_UNROLL_INCH; z4++) { afp v0 = lfp2afp(tmp_v[lx][z4][0]); afp v1 = lfp2afp(tmp_v[lx][z4][1]); afp v2 = lfp2afp(tmp_v[lx][z4][2]); afp v3 = lfp2afp(tmp_v[lx][z4][3]); afpvec4 k = lfp2afpvec4(tmp_k[ly][z4]); sum0 += v0 * k; sum1 += v1 * k; sum2 += v2 * k; sum3 += v3 * k; } w_offset += LOCAL_MEMORY_UNROLL_INCH; barrier(); } if (z < N) { const int remain = N - z; if (ly < 4) { for (int z4 = 0; z4 < remain; z4++) { const int sz = (z + z4) / maxk; const int k = (z + z4) % maxk; const int ky = k / kernel_w; const int kx = k % kernel_w; const int v_offset = sz * psc(cstep) + (sys4[ly] + ky * dilation_h) * psc(w) + sxs4[ly] + kx * dilation_w; tmp_v[lx][z4][ly] = sfp2lfp(bottom_blob_data[v_offset]); } } if (lx == 0) { for (int z4 = 0; z4 < remain; z4++) { tmp_k[ly][z4] = sfp2lfpvec4(weight_data[w_offset + z4]); } } barrier(); for (int z4 = 0; z4 < remain; z4++) { afp v0 = lfp2afp(tmp_v[lx][z4][0]); afp v1 = lfp2afp(tmp_v[lx][z4][1]); afp v2 = lfp2afp(tmp_v[lx][z4][2]); afp v3 = lfp2afp(tmp_v[lx][z4][3]); afpvec4 k = lfp2afpvec4(tmp_k[ly][z4]); sum0 += v0 * k; sum1 += v1 * k; sum2 += v2 * k; sum3 += v3 * k; } } #else for (int z = 0; z < N; z++) { const int sz = z / maxk; const int kk = z % maxk; const int ky = kk / kernel_w; const int kx = kk % kernel_w; const ivec4 v_offset = sz * psc(cstep) + (sys4 + ky * dilation_h) * psc(w) + sxs4 + kx * dilation_w; afp v0 = buffer_ld1(bottom_blob_data, v_offset.r); afp v1 = buffer_ld1(bottom_blob_data, v_offset.g); afp v2 = buffer_ld1(bottom_blob_data, v_offset.b); afp v3 = buffer_ld1(bottom_blob_data, v_offset.a); afpvec4 k = buffer_ld4(weight_data, w_offset); sum0 += v0 * k; sum1 += v1 * k; sum2 += v2 * k; sum3 += v3 * k; w_offset += 1; } #endif #endif #if NCNN_shader_local_memory if (gx >= outsize || gy >= psc(outc)) return; #endif sum0 = activation_afpvec4(sum0, activation_type, activation_param_0, activation_param_1); sum1 = activation_afpvec4(sum1, activation_type, activation_param_0, activation_param_1); sum2 = activation_afpvec4(sum2, activation_type, activation_param_0, activation_param_1); sum3 = activation_afpvec4(sum3, activation_type, activation_param_0, activation_param_1); #if NCNN_image_shader image3d_st4(top_blob, ivec3(sx4.r, sy4.r, gy), sum0); image3d_st4(top_blob, ivec3(sx4.g, sy4.g, gy), sum1); image3d_st4(top_blob, ivec3(sx4.b, sy4.b, gy), sum2); image3d_st4(top_blob, ivec3(sx4.a, sy4.a, gy), sum3); #else const int gi = gy * psc(outcstep) + gx; buffer_st4(top_blob_data, gi, sum0); if (gx + 1 < outsize) buffer_st4(top_blob_data, gi + 1, sum1); if (gx + 2 < outsize) buffer_st4(top_blob_data, gi + 2, sum2); if (gx + 3 < outsize) buffer_st4(top_blob_data, gi + 3, sum3); #endif }